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Compilation of formulas and other mechanics.
Compilation of formulas and other mechanics.


==Physical damage==
==Physical Damage==
'''To calculate physical damage (i.e. any damage not resulting from a [[Weapons#Special attacks|special attack]] or a [[Techniques|Technique]])''':
To calculate physical damage (meaning any damage not coming from a special attack or a technique), begin by calculating the equipment ATP:


1. Begin by calculating the equipment [[ATP]] (EA):
<code>EA = [WA + AA + ShA + Grind x 2] x [ATR + 1.0]</code>
* EA = Equipment ATP
* WA = Weapon base ATP
* AA = Armor ATP
* ShA = Shield ATP
* ATR = [[Weapon Attributes|Weapon attribute]] %


<code>EA = [WA + FA + BaA + Grind x 2] x [ATR + 1.0]</code>
* WA = [[Weapons|Weapon]] base ATP
* FA = [[Frames|Frame]] ATP
* BaA = [[Barriers|Barrier]] ATP
* ATR = Weapon [[Weapon attributes|attribute %]]


2. Next, add the bonuses from {{Shifta}} (SA, for "{{Shifta|n}} ATP"):
Next, add the bonuses from shifta:


<code>SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]</code>
<code>SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]</code>
* BA = Base ATP
* SA = Shifta ATP
* Shifta = {{Shifta|n}} Base Power in % (see table below)
* BA = base ATP
* Shifta = Shifta Base Power (table below)
* MWA = Maximum possible weapon ATP
* MWA = Maximum possible weapon ATP
* MinWA = Minimum possible weapon ATP
* MinWA = Minimum possible weapon ATP


3. To determine your final ATP, add your BA, EA, and SA together:
 
To determine your final ATP, add your BA, EA, and SA together:


<code>ATP = BA + EA + SA</code>
<code>ATP = BA + EA + SA</code>


4. Finally, to calculate your damage on an [[Monsters|enemy]]:
<code>Damage = [(ATP - Enemy DFP)/5] x Attack modifier</code>
* '''Attack modifier''' is:
** Normal: {{Note|9/10|0.9}}
** Heavy: {{Note|17/9|1.89}}
** {{Note|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: {{Note|5/9|0.56}}
** [[Weapons#Sacrificial damage increase|Sacrificial]]: {{Note|10/3|3.33}}
** {{Sword|rare|Vjaya}}: {{Note|17/3|5.67}}
4a. If the attack is a critical hit, calculate critical damage:
<code>Critical damage = Damage x 1.5</code>


* The chance for an attack to be a critical hit is calculated with the following formula:
Finally, to calculate your damage on a monster:
* <code>Critical hit rate = [LCK/5]%</code>


==Knockdown==
<code>[(ATP - DFP)/5] x 0.9 = Weak/Base</code>
Characters will be knocked down if a single attack does more than 25% of their max [[HP]].
* Heavy: Base x 1.89
* Sacrifice: Base x 3.32
* [[Vjaya]]: Base x 5.56
* Critical: Result x 1.5


==Accuracy==
==Accuracy==
'''To calculate accuracy''':
<code>Effective ATA = (Total ATA) * (Attack Type modifier) * (Combo Step modifier)</code>
 
1. Begin by calculating "Effective" [[ATA]]:


<code>Effective ATA = (Total ATA) * (Attack Type modifier) * (Combo Step modifier)</code>
* Attack Type modifier is 1.0 for Weak Attack, 0.7 for Heavy Attack, 0.5 for Special Attack
* '''Attack Type modifier''' is:
* Combo Step modifier is 1.0 for first button press in combo, 1.3 for second, 1.69 for third.
** Normal: 1.0
** Heavy: 0.7  
** Special: 0.5
* '''Combo Step modifier''' is:
** First attack: 1.0
** Second attack: 1.3
** Third attack: 1.69


2. Next, calculate the [[Monsters|enemy's]] "Effective" [[EVP]]:


<code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code>
<code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code>
* '''Status Effect modifier''' is:
** {{Paralyzed}} or {{Shocked}}: 0.85
** {{Frozen}}: 0.7
** Both: 0.595
** No status: 1
3. Finally, to calculate your accuracy:


<code>Accuracy = Effective ATA - (Effective EVP * 0.2)</code>
Status Effect modifier is 0.85 if Paralyzed or Shocked, 0.7 if Frozen.
* Accuracy is further reduced by <code>Distance*0.33</code> if the character is a [[Hunter]] or [[Force]] without {{Unit|rare|Smartlink}} (see Smartlink page for more detail).


The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target's hitbox. This distance is 8 units for bullets. If the target has moved towards the player when manual evasion occurs, the "MISS" text is displayed. Certain weapons create attacks with launcher projectiles that do not have a manual evasion check.


Slicer projectiles follow different rules for collision. The projectile must come within 10 units of its intended target's original position for any collision check to occur. When this condition is met, the projectile connects with the target if the distance between the target's hitbox and the slicer's original position is less than the weapon's max distance. Due to consideration of the target's hitbox, slicers rarely experience manual evasion on most enemies.
<code>Accuracy = Effective ATA - (Effective EVP) * 0.2</code>


Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by <code>(Distance to Target) / Speed</code>. It is possible for the game to destroy the projectile before it physically collides with the target's hitbox if the target was pushed back. There will be no "MISS" text in this case. This is commonly seen when using Heavy Attacks with weapons such as {{Gun|rare|L&K38 Combat}} and {{Gun|rare|Yasminkov 9000M}} at a distance.
* Accuracy is further reduced by Distance*0.33 if it's a Hunter/Force without Smartlink.
* Accuracy is further reduced by manual evasion, but the exact influence is unclear.


==Techniques==
==Technique Damage==
===[[Techniques|Technique]] damage formula===
Technique damage formula:


<code>[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)</code>
<code>{[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)</code>


* TBP: [[Game mechanics#Technique Base Power|Technique Base Power]]
* TBP: Technique Base Power
* CB: Class Bonus
* CB: Class Bonus
* WB: Weapon Bonus
* WB: Weapon Bonus
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* RES: Resistance
* RES: Resistance


===Resta power===
{|class="wikitable" style="text-align: left;"
'''Amount healed by {{Resta}} (including {{PSO icon|Leilla|link=}}[[Photon Blasts#Leilla|Leilla]] [[Photon Blasts|Photon Blast]])''':
!|Technique
 
!|Base Power Formula
<code>MST * 0.5 + TBP</code>
!|TP Cost Formula
 
===Technique Base Power===
* TLv = Technique level
{|class="wikitable sortable" style="text-align:left"
|-
|-
!class="unsortable" |Technique
|Foie
!class="unsortable" |Base Power Formula
|
!class="unsortable" |TP Cost Formula
* Lv.1-15: [50 * (TLv - 1)] + 100 
* Lv.16-30: [65 * (TLv - 1)] - 85
|[1.3 * (TLv - 1)] + 5
|-
|-
!style="text-align:left"|{{Foie}}
|Gifoie
|
|
Lv. 1-15: <code>[50 * (TLv - 1)] + 110</code><br>
* Lv.1-15: [26 * (TLv - 1)] + 260
Lv. 16-30: <code>[65 * (TLv - 1)] - 85</code>
* Lv.16-30: [42 * (TLv - 1)] + 30
|<code>[1.3 * (TLv - 1)] + 5</code>
|[0.37 x (TLv - 1)] + 20
|-
|-
!style="text-align:left"|{{Gifoie}}
|RaFoie
|
|
Lv. 1-15: <code>[26 * (TLv - 1)] + 260</code><br>
* Lv.1-15: [22 * (TLv - 1)] + 350
Lv. 16-30: <code>[42 * (TLv - 1)] + 30</code>
* Lv.16-30: [21 * (TLv - 1)] + 370
|<code>[0.37 x (TLv - 1)] + 20</code>
|[0.25 * (TLv - 1)] + 30
|-
|-
!style="text-align:left"|{{Rafoie}}
|Barta
|
|
Lv. 1-15: <code>[22 * (TLv - 1)] + 350</code><br>
* Lv.1-15: [50 * (TLv - 1)] + 50
Lv. 16-30: <code>[21 * (TLv - 1)] + 370</code>
* Lv.16-30: [63 * (TLv - 1)] - 125
|<code>[0.25 * (TLv - 1)] + 30</code>
|[1.2 * (TLv - 1)] + 4
|-
|-
!style="text-align:left"|{{Barta}}
|Gibarta
|
|
Lv. 1-15: <code>[50 * (TLv - 1)] + 50</code><br>
* Lv.1-15: [24 * (TLv - 1)] + 230
Lv. 16-30: <code>[63 * (TLv - 1)] - 125</code>
* Lv.16: 600
|<code>[1.2 * (TLv - 1)] + 4</code>
* Lv.17-30: [40 * (TLv - 1)]
|[0.5 * (TLv - 1)] + 25
|-
|-
!style="text-align:left"|{{Gibarta}}
|Rabarta
|
|
Lv. 1-15: <code>[24 * (TLv - 1)] + 230</code><br>
* Lv.1-15: [19 * (TLv - 1)] + 400
Lv. 16-30: <code>[40 * (TLv - 1)]</code>
* Lv.16-30: [15 * (TLv - 1)] + 470
|<code>[0.5 * (TLv - 1)] + 25</code>
|[0.2 * (TLv - 1)] + 35
|-
|-
!style="text-align:left"|{{Rabarta}}
|Zonde
|
|
Lv. 1-15: <code>[19 * (TLv - 1)] + 400</code><br>
* Lv.1-15: [50 * (TLv - 1)] + 80
Lv. 16-30: <code>[15 * (TLv - 1)] + 470</code>
* Lv.16-30: [55 * (TLv - 1)] + 5
|<code>[0.2 * (TLv - 1)] + 35</code>
|[1.1 * (TLv - 1)] + 6
|-
|-
!style="text-align:left"|{{Zonde}}
|Gizonde
|
|
Lv. 1-15: <code>[50 * (TLv - 1)] + 80</code><br>
* Lv.1-15: [22 * (TLv - 1)] + 200 
Lv. 16-30: <code>[55 * (TLv - 1)] + 5</code>
* Lv.16-30: [38 * (TLv - 1)] - 30
|<code>[1.1 * (TLv - 1)] + 6</code>
|[0.6 * (TLv - 1)] + 25
|-
|-
!style="text-align:left"|{{Gizonde}}
|Razonde
|
|
Lv. 1-15: <code>[22 * (TLv - 1)] + 200</code><br>
* Lv.1-15: [16 * (TLv - 1)] + 450 
Lv. 16-30: <code>[38 * (TLv - 1)] - 30</code>
* Lv.16-30: [8 * (TLv - 1)] + 565 -> 579
|<code>[0.6 * (TLv - 1)] + 25</code>
|[0.3 * (TLv - 1)] + 35
|-
|-
!style="text-align:left"|{{Razonde}}
|Grants
|
|
Lv. 1-15: <code>[16 * (TLv - 1)] + 450</code><br>
* Lv.1-15: [75 * (TLv - 1)] + 1180
Lv. 16-30: <code>[8 * (TLv - 1)] + 565</code>
* Lv.16-30: [60 * (TLv - 1)] - 1400
|<code>[0.3 * (TLv - 1)] + 35</code>
|[1.1 * (TLv - 1)] + 45
|-
|-
!style="text-align:left"|{{Grants}}
|Megid
|
|
Lv. 1-15: <code>[75 * (TLv - 1)] + 1180</code><br>
* Lv.1-15: [3 * (TLv - 1)] + 27
Lv. 16-30: <code>[60 * (TLv - 1)] + 1400</code>
* Lv.16-30: [2 * (TLv - 1)] + 42
|<code>[1.1 * (TLv - 1)] + 45</code>
|[1.05 * (TLv - 1)] + 30
|-
|-
!style="text-align:left"|{{Megid}}
|Shifta
|
|
Lv. 1-15: <code>[3 * (TLv - 1)] + 27</code><br>
* Lv.1-30: [1.3 * (TLv - 1)] + 10
Lv. 16-30: <code>[2 * (TLv - 1)] + 42</code>
* Duration: [10 * (TLv - 1)] + 30
|<code>[1.05 * (TLv - 1)] + 30</code>
|[1.2 * (TLv - 1)] + 15
|-
|-
!style="text-align:left"|{{Resta}}
|Deband
|
|
Lv. 1-30: <code>[5 * (TLv - 1)] + 50</code><br>
* Lv.1-30: [1.3 * (TLv - 1)] + 10
|<code>[1.2 * (TLv - 1)] + 15</code>
* Duration: [10 * (TLv - 1)] + 30
|-
|[(TLv - 1)] + 10
!style="text-align:left"|{{Anti}}
|style="text-align:center"| -
|<code>[0.5 * (TLv - 1)] + 10</code>
|-
!style="text-align:left"|{{Reverser}}
|style="text-align:center"| -
|style="text-align:center"|20
|-
|-
!style="text-align:left"|{{Shifta}}
|Jellen
|
|
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br>
* Lv.1-30: [1.3 * (TLv - 1)] + 10
Duration: <code>[10 * (TLv - 1)] + 30</code>
* Duration: [10 * (TLv - 1)] + 30
|<code>[1.2 * (TLv - 1)] + 15</code>
|[(TLv - 1)] + 10
|-
|-
!style="text-align:left"|{{Deband}}
|Zalure
|
|
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br>
* Lv.1-30: [1.3 * (TLv - 1)] + 10
Duration: <code>[10 * (TLv - 1)] + 30</code>
* Duration: [10 * (TLv - 1)] + 30
|<code>[(TLv - 1)] + 10</code>
|[0.5 * (TLv - 1)] + 10
|-
|-
!style="text-align:left"|{{Jellen}}
|Anti
|
| -
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br>
|[0.5 * (TLv - 1)] + 10
Duration: <code>[10 * (TLv - 1)] + 30</code>
|<code>[(TLv - 1)] + 10</code>
|-
|-
!style="text-align:left"|{{Zalure}}
|Resta
|
|
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br>
* Lv.1-30: [5 * (TLv - 1)] + 50
Duration: <code>[10 * (TLv - 1)] + 30</code>
|[1.2 * (TLv - 1)] + 15
|<code>[0.5 * (TLv - 1)] + 10</code>
|-
|-
|Ryuker
| -
|10
|-
|-
!style="text-align:left"|{{Ryuker}}
|Reverser
|style="text-align:center"| -  
| -  
|style="text-align:center"|10
|20
|-
|-
|}
|}


==Special attacks==
==Special attacks on 9-star weapons==
: ''Main article: [[Weapons#Special attacks|Special attacks]]
* All non-rare weapons and most 9 Star weapons that attacks more than 3 times in a combo or attacks multiple enemies suffers a reduction. Reduction means the special is reduced to 1/2 or 1/3.
(See also: [[List of weapons with reduced specials]])
* Most 10 Star and above rare weapons do not suffer a reduction. There are a few exceptions however.
 
* If an item's hex value is underneath [[Photon Claw]], the special will be reduced regardless of rarity.
==Frame data==
* See [[List of Weapons with Reduced Specials]]
* ''Phantasy Star Online Blue Burst'' runs at 30 frames per second ("FPS")
* See [[Game mechanics/Frame data]] for individual weapon/technique frame data




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